Goatperson

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Revision as of 17:49, 24 November 2013 by RaugMoss (Talk | contribs) (Class Features)

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Goatperson
Special Class
Goatperson Hero Large.png
Class traits
SCAPEGOAT
Randomly worships a new god per level, no conversion or desecration
PROTOTYPE
No restoration effects on level-up, gold instead of trophies
HERBIVORE
Eats food while exploring. Killing enemies yields more food
Conversion
Refills HP and MP for 100 (+10 cumulative) CP
Unlocking
?

Class Features

Exploring a tile costs food, which takes up a small inventory space for your whole supply. Killing an enemy gives 9 food, and, more to the point, exploring without food damages you until you GET FOOD or DIE. Each tile uncovered will deplete 1 food. As you might be able to tell, this adds up really quick. This obviously is meant to limit exploration, as no food is consumed by going back over uncovered tiles.

The Scapegoat feature is a little harder to understand. Each dungeon will still only spawn 3 altars (If you have access to 3 altars. Ihe Goatperson will spawn as soon as your dungeon will spawn 2 altars, so you could be stuck with just two). Therefore, the Goatperson will simply switch between these three altars randomly upon level up. The no-desecration aspect is simply done so that you can't escape this change. This trait is designed to severely limit the strategies that one can implement, as it is impossible to be sure when you will be forced to worship one god instead of another. More research will be required to see if the new god is randomly chosen from the remaining two altars, or if all three are included in the decision.

The last feature merely ensures that you cannot use the Goatperson for quest progression. It remains to be seen if the amount of money dropped is equal to the value of the trophy that would've dropped instead. If so, this could be useful, as it would allow one to get around that fact that a trophy's price drops the more that you collect that particular trophy.

The fact that the Goatperson does not heal upon level up completely torpedoes mid-fight level-up strategies, and makes progression much, much more difficult. While you can still heal mid-fight by converting, the increasing conversion cost makes this rather costly, and severely limits supply. The exploration phase is also much more difficult, because you cannot rely on leveling up to heal you. Therefore, the only ways for your character to heal at all are by exploring(which is limited by your food supply, which is only replenished by killing monsters), using glyphs, converting items, using potions, and taking god boons. All of these are in limited supply. Exploring becomes extremely conservative, as you will be forced to heal every wound by using consumables. By the time you reach the boss, it's likely that you won't have any way left to heal yourself.

Strategy

This is a challenge class. If you can beat a dungeon with this class, then you're either inordinately lucky or an absolute master at this game.